-
Posts
1 478 -
Joined
-
Last visited
Everything posted by Shedinja
-
[Holiday Special] Three Ways to Spread Joy in Tanki Online
Shedinja replied to Shedinja in [Holiday Special] Three Ways to Spread Joy in Tanki Online Newspaper Archive
The holiday season is closing in fast. Be it through the diversified practices of Christmas, Hanukkah, Kwanzaa, Pancha Ganapati, Yalda - regardless of the celebration, this time of year focuses about the intrinsic values of gratitude, mercy, compassion, and their result beyond a shadow of a doubt: joy. The Tanki Online community, despite being entirely based about blowing one another to smithereens, is a tightly knit one, and could most certainly do with sharing love instead of bullets from time to time. ____________________________________________________________________________________________ When studying Tanki Online as a whole, it's readily apparent that its community consists of a variety of facets, including but not limited to forum users, game chat surfers, the eSports discussion and partaker sect, and of course, the players themselves. Tanki X and its subsections have only augmented the community in that respect, adding a number of other players that would not have been involved with our sphere otherwise. A community, when of one general mind, will typically stand the tests of time and hold fast through many seasons, navigating the endless rise and fall between lamentation and celebration. To counteract the promised low points of a community's lifespan, there should, if not must, be a method of drawing ourselves together and 'focusing on the positives', to shorthand. With life's troubles, not to mention our own community problems, it wouldn't make sense to abandon times of celebration for various upsetting events and not absorb the joy they bring forth when they're available. There are a number of ways to spread this joy, but they can be easily categorized through what's been sanctioned by the order of Tanki Online communities under three broad methods: courtesy, charity, and benevolence. In the real world, it's not a grand stretch to perform any one of these (as synonymous as they may seem), even during tougher times; holding your tongue with an impatient, irritated peer, dishing out a buck or two to the red-clad Salvation Army guy in front of your local Wal-Mart, helping your grandpap figure out how to get a picture onto his Facebook... the list can go on indefinitely, so long as the focus is outward, and not inward. Be a Courteous and Cooperative Player The first and foremost step towards a closely-tied community, sharing respect and common courtesy for other players should be made the highest priority to the point where it becomes as natural as breathing. Sadly, this does not hold true to a majority of players, of whom sport little to no outward respect for others, natures that glow red with vehement, aggressive payback of their pride upon losing any ground, or simply apathy towards their peers' quandaries. In order to remedy this and break the ice between competitors and alliances alike, a simple first step to achieving universal courtesy can start as simply avoiding partaking in the practices of sabotage or multing. These terms, in the Tanki Online multiverse, come in a number of different flavors and colors, but their designs typically resemble one another closely: failure of an objective, resulting in the anger or confusion of the surrounding party. For instance, open-community parkour matches typically don't last forever, thanks to someone deciding to jump in and mow through gathered crowds out of sheer spite. If you're one of those people (and you know who you are), look at their plight from an empathetic perspective. "If I were trying to climb that building, would I want to be knocked astray by a malicious Hammer time and time again?" If the answer is no, then don't interfere, and see if you could even find a way to assist. For those that answered yes, bear in mind that the vast majority of players don't share the same masochistic view, and typically want to get somewhere when they attempt to start something. Their anger may be knee-slapping from alone, twisted perspective, but from the other end and possibly the surrounding members, all that's being caused is suffering and misery, the antithesis of the end of the year's encompassing theme. The next step, moving out of the avoidance zone and towards cooperation, could start off with simply the acknowledgment of a player's skills or the challenge level of the game played. It's not a matter of simply kissing tailpipe or shewing complete surrender to another. Inflated pride is one of the weightiest problems with the community and in the world in general, persistently keeping us from even cooperating with our allies. There is no "best player" or anyone even close to "unbeatable", and the sooner this is accepted, the sooner that the idea of a GG would be accepted by everyone, win or lose. This makes for a more enjoyable game environment all around; since our desired end result for a game is joy, why would we not lift the values of cooperation between both enemies and allies alike? On a side note, the term "noob", according to Google Definitions, is defined as "a person who is inexperienced in a particular sphere or activity, especially computing or the use of the Internet". For those of you that have made a habit of shouting this phrase in all caps at anyone that crosses you, the term noob is not an overall insult, and should not be used as such. Firstly, calling someone a noob implies that they have little experience in their field. While this may be true in a number of cases, depending on the player, this doesn't mean that calling them this will make them play any better. Instead of trying to belittle them with the spiteful four letter word, try communicating with them in a constructive manner and explain what they're doing wrong, and give them pointers on how to repair this issue. Four times out of five, this will result in not only improved performance, but overall enhanced team cooperation. Secondly, even the most experienced players are not infallible; as human beings, we all make mistakes. Flipping out at someone that might have gotten in the way of a critical flag capture is not a method of tightening the loose bolt; all you're doing is tossing the only spanner further into the works. A little support and suggestion could go a long way if the moral compass guiding them is facing the proper direction. Send a Gift Since times and ages long since past, the simplest way of delivering joy to another can be expressed through the practice of giving. The same still holds iron-cast true today, as expressed by the community celebrating the sales and (to various extents) updates delivered by the development team. Their charity in keeping the game fully-functional 24/7 while simultaneously improving it by adding beneficial items while subtracting problematic one doesn't receive its due attention, and personally, I'd like to deliver a hearty thank you to the Tanki Online Developer Team for making sure the game itself stays afloat and for making sure every last game mechanic is tweaked to character-perfect condition. In terms of player-to-player interactions of charity, there's admittedly not a whole lot to go around. It's not rocket science to discern that, in a game where those that perform the best are rewarded the most, there isn't a whole lot of generosity to go around. Even in team-based matches, players are rewarded according to their own merit within their team. In all fairness, this is the opposite of a problem, but the end result leaves players tending to keep their focuses on mainly the prize, which could cause them to become an individual liability if they're not cooperating with their teammates. Much more can be gained from looking to them for support, working with them instead of perpetuating the team-based 1v1v1v1v1v1 ad infintum mindset, so that benefits may abound for everyone (and usually, increase said benefits). The solution to repairing this divide can only be made by the players themselves, once again. As described above, focusing on how to work best with your teammates is one of the most apparent in-game examples of charity. Instead of keeping the center of attention on the players themselves, however, the motivation for cooperation would be the outcome, or the crystals gained. This, in turn, reflects back to the individual player and their allies. "Hey... my alliance this time around was pretty good. I appreciate a supportive team, so I should probably get into the habit of doing the same for other teams I play on." When someone ponders the term gift in Tanki Online, two things typically come to mind: the Gifts section and purchasable gold boxes. Gifts are a great way of sending a message to a tanker that they can receive at any time, with more value and formality granted to them in place of the informative PM system. These are a great way to spread joy, considering the thought and legitimate price tag that it brings displays an intent and certainty to whatever message it holds. To show your appreciation towards clanmates, friends, those who have earned your respect, or passerby one-on-one players, there aren't many other tools that can deliver this joy so well. Personally, receiving one of these myself gives me a warm fuzzy every time without fail, and I've never met anyone who hasn't thought much differently about them. There's something about a letter in the garage that has a permanent charm to it, making it that much easier to cherish. On the other side of the gifting coin, a left-field glance at logistics is recommended. The value of a gold box is higher than the value of a thousand typical crystals from the Shop section. I saw to the calculations personally, and it seems that $1.00 USD in crystals alone yields 50% more of them than $1.00 USD in gold boxes. Knowing this, it's immediately clear that it was designed to be dropped as a gift to others, and not to deliver to one's self. Knowing this, if purchased, their charitable characteristics make them the perfect celebratory gift for in-game players. Throwing Save the Gold events, especially under themed environments, reflects the celebratory atmosphere of the holidays perfectly, and make for a more engaging method of deliverance while making the required fellowship all the more inviting. Assist Someone in Need In the outside world, there are countless examples one could list on providing assistance to another. Give a lost fellow directions, help an older lady across a heavily traversed street, send your brother some cash for college tuition -- anything that benefits another more than yourself is considered benevolent aid. Tanki Online and its affiliated items, not made of a vastly different mettle, functions with nearly the same community core, just a different exterior. Plenty of people still need help, just maybe not the same kind of help required for the great outdoors. Working to help your teammates in clutch situations is a start to spreading joy through aid to your team. If you have the means to support a flag carrier or a player being overwhelmed by opposing fire, don't be afraid to throw yourself into the fray to help them out. Chances are, they'll feel compelled to help you out at another time should you decide to engage in combat, or they may even drop their flag to offer you as a token of their appreciation. While rare, some players become touched to the point of sending a Badge or something similar. Kind acts are logically the most powerful, because not only do they break boundaries, but unlike raw violence (where the only end result is contagion), they have adhesive and binding capabilities to their targets, which when fed can birth long-lasting friendships. (This effect has the kinetics to also form contagion, although under census, this is preferred result in these cases.) The battlefield isn't the only place where a player can be helpful, though. The entire Help Page is a dedicated channel to those that have next to no idea how to navigate the Forums or Wiki, and the Help Site takes this a step further and encompasses the entirety of the game itself. Despite the helpers they have working around the clock for large portions of the day (not to mention in-game helpers such as chat moderators, forum moderators, Wiki editors, and Reporters), there's still a number of players new and experienced that are burdened with inquiries great and small. If you have the answer to something someone else is visibly curious about, don't wait for someone else to explain it! Be the lifeline they need for them to go about their business undeterred. It'll be a beneficial experience for both parties, and outlying parties' faith in forum-goers could also be boosted significantly. "Call it faith in humanity restored, if you would." The same goes for the in-game chat, too. Since a fair number of players have never even heard of the forums, the Lobby chat is the hot-spot for inquiries about many in-game happenings. Should you happen to know a potential solution to a problem a community member is experiencing, speak your mind to them, and as quickly as you can afford to. Lots of tankers are unaware of up-and-coming changes and older ones alike, not to mention failing to understand more advanced questions based on a number of current values. If you have the power, lend someone a hand. Speaking softly while carrying a big stick is a character trait to be desired. ____________________________________________________________________________________________ If only since it's "the season", don't be afraid to dish out some of your efforts to lessen those required by the players around you. An empathetic approach to life in general is valuable -- treating others as you wish for others to treat you could wind up taking a tangible stance, where your actions can and will result in consequences, their contents dependent on the direction you take. Do the TO community a favor and spread joy where you can, to maybe inspire someone else to do the same. .- 9 replies
-
- 21
-
-
This can be arranged. It'll be written as simply a higher standard damage than a typical shot that does not deviate with range, unlike standard Smoky shots.
-
The average values of damage per shot are not listed in the Wiki; therefore, it wouldn't make sense to reference the critical damage's percentages off of these. The clearest and most understandable route would require using already registered values to determine the difference between another registered value.
-
Perhaps the description was unclear. The critical hit of a random variation of Smoky is 9% higher than the highest possible damage that the same Smoky can produce in one shot. This has been clarified in the Wiki.
-
Edited accordingly.
-
@@BlackWasp777 (the quoting is acting up): The reason I listed that it begins during the Firebird's attack is that burn damage occurs alongside standard attack damage, steadily increasing until it either reaches its maximum temperature limit of the Firebird's attack stops. At this point, its damage slowly decreases. However, the fact that it's listed as burning time would justify the labeling of 'ends' over 'begins', since it measures the heating time afterwards. This has been edited.
-
The term "Double Power" is the proper term, used for ambiguity in what increases. It was changed this way to reflect Isida's healing effect when targeting an allied tank, since the definition of healing conflicts with that of damaging. Thus, the term was changed.
-
[Issue 60] [Guide] Pro's Advice #4: Railgun and its Warmup Time
Shedinja replied to Shedinja in [Issue 60] [Guide] Pro's Advice #4: Railgun and its Warmup Time Newspaper Archive
Pro's Advice #1: Swinging Your Hull Pro's Advice #2: Controlling your Hull in Format Battles Pro's Advice #3: Knocking Off the Enemy's Aim An iconic weapon throughout Tanki Online's history, Railgun has always been a prominent weapon between its long range, DPS (damage per shot) based siblings, sporting a well-rounded balance of damage output and reload time. However, its greatest unique drawback between long ranged weapons is its required charge time before firing. Eternity_Guard_Burn explains how to transform this potential liability to an advantage. https://www.youtube.com/watch?v=tle6tZQwFnM&list=PLoGHE_kS3ppNjijtBsuSuGJGYvc-5Ye5R&index=38 The Basics Railgun's least desirable features, by the consensus of many players, are it's extensive reload time and the momentary initialization process that occurs immediately after hitting the Spacebar. The first can be remedied through simply utilizing cover properly and not charging headlong into conflict. Admittedly, full frontal assault is not Railgun's strong suit, despite what avid players with an unquenchable desire to squish the '3' key may testify; that plan of attack is better left to the likes of Twins and Firebird. What Railgun can do best consistently is provide support from vast ranges from under the cover of all and any forms of shelter. However, while there's a simple plan for alleviating self-casualty through the long reload time, especially with the older version of Railgun and its newest alteration, the issue of the shot delay causes many a player to suffer in high stakes situations. Weapons with threatening impact forces and instant shot deliverance, such as Smoky, Thunder, Hammer and Shaft, can easily take advantage of a Railgun by simply planting a shot near the corner of their hull. Remember that Pro's Advice #3 covers the topic of knocking off aim to the fullest extent possible. While not quite as dangerous to fight, Ricochet and Twins are also annoying foes at medium range, capable of confounding a Railgun user's aim through volleys of repulsive shots. Depending on the surroundings, a solution to the Railgun's plight could be the map itself. If there's a pair of conjoined, planar x/y/z surfaces nearby (e.g. a wall to a building with a perfectly perpendicular structure), then rearing directly into the nearest wall and rocking your hull as necessary to counteract impending impact force. This provides a suitable brace from any and all frontal assaults by keeping the hull steady on the flat surface, providing a grand opportunity for Railgun users to plant a successful shot. However, it should be noted that hulls with light weights or sprawled shape, such as Wasp, Hornet, and Dictator, are very susceptible to having their aim knocked astray by shots from the corners of the hulls, if not by the hand of its own turret's auto-aim hitbox. This dilemma is expressed in detail by the following diagram. This can be remedied by positioning yourself sideways alongside the walls instead, where any shot dealt that hits the Railgun's current hull will be greatly negated by the adjacent buffer (so long as you stick to it as if it were a massive magnet). However, this comes with a different set of problems: due to Railgun's rotation speed, it may be very difficult to hit a fast moving target from this position, and Shaft or Smoky with the Assault Ammunition alteration equipped have the potential to still send a wall-pinned Railgun's shot up and over their targets, should they choose light hulls. With maneuverability completely restricted by both the surface's length and its requirement to stick close to it, targeting players from multiple perspectives on a whim is next to impossible, and breaking away from the wall immediately is even more difficult still. Having a Speed Boost active grants more mobility on this front, and the newest Railgun alteration only functions as a support. With ramps, where the surface is still planar but deviate from the primary x/y/z surface group, the bar of competence is raised a considerable degree. Not only would one be required to navigate and align themselves with the wall quickly, but they must do so before an opponent can move to engage them from the top of the ramp. (In most cases, engaging from below the ramp is favorable to a Railgun.) This level of fluidity comes with practice, but a brief demonstration is described through the media ink above and the image below. The interesting item of note here is that both walls of a ramp sport different benefits. The closest wall to the target, while the least likely to allow a deferred shot to stray beyond Railgun's downward auto-aim zone and limiting the range of effectiveness that the enemy turret has, suffers the drawback of not being able to fire until the turret completely clears the ramp and is within sight of the enemy tank. This means that hitting first is a matter of competitive, instinctive reaction. Should both the Railgun and the impact force based weapon happen to fire at the same time, a light hull such as Wasp may be flipped sideways or even totally upended on the ramp. The closest wall should be reserved for medium tanks, such as Hunter or Viking, that sport respectable stability. The further wall, while acting as a more effective brace to keep a light tank aligned while granting more auto-aim room to target an opponent, grants the enemy a higher chance of throwing off the Railgun's aim upwards to the point of the projectile soaring over their head harmlessly, unlike the previous position. Secondly, this route opens up the opportunity of the other tank slipping directly onto the ramp, unimpeded to do whatever they want to the kinetics-toting tank. The first route allows an enemy tank to lay a mine down on unsuspecting tankers with ease, too, so when engaging a tank in this method, it's best to consider what hull is in use first. Of course, the most apparent method of removing the issue of shot delay is by simply preparing the round from behind cover, much like one would when using Vulcan. Using cover is Railgun's strongest suit, making it a far different weapon from Shaft in field-based positioning. Railgun may not be the most dynamic weapon on its own, simply loading, shooting, and trying not to miss (though could any weapon be exempt from this ambiguous description?), but with a fair amount of prediction, a skilled user of the kinetic gun can allow the user to retain momentum just as an instantly gratifying turret such as Smoky or Thunder would. Charging from the safety of a large polygon (or something suitable enough to hide the blatant glow of the turret's tip) can grant a player the certainty of a perfect shot, so long as the timing and aim is proper. Remember that the warm-up period for all variations of Railgun takes exactly 1.1 seconds, so by the end of the first second, it'd be wise to have already left cover. Fighting against skilled users of Smoky and Hammer are tall orders for a Railgun, since the two have the advantage of high impact force and immediate shot gratification upon hitting the spacebar. A user waiting for the Railgun to come out of hiding has the edge whether the Railgun user decides to charge behind cover or not, since the small interval of time between leaving the building and actually loosing the shot may be enough for a quick opponent to nick the corner of the Railgun user's hull, skewing their aim. When facing this scenario, the only thing Railgun players can do is force a Smoky or Hammer's hand by letting them shoot first instead, so that the Railgun has enough of an interval to prime their own shot. If timed right, by taking a hit first, the retaliation shot could be enough to throw off the aim of the opposing tank, turning the tables and granting a brief reprieve from fire for them to do something else. While not quite specific solutions to Railgun's warmup conundrum, this video also included a few neat tidbits and mind games that tankers of all merit and almost every weapon class can use to gain leverage over their opponents. For example, one of the best times to target an enemy is when they're decreasing in altitude, through means of either a ramp or diving off of whatever platform lies above. There's a fair chance that if a DPS-based weapon is hiding behind cover until firing, then they'll be able to get away with an easy shot, disorienting the target upon reaching the level ground and, if an enemy decides to jump from a cliff, even potentially tipping the hull onto its end. Remember: tanks are the most susceptible to recoil-based weapons in mid-air. This information is critical to users and targets of them alike. A fearful reputation is born from unpredictability, so when it comes to firing from behind cover, keep your opponents guessing. Eternity_Guard_Burn displays an excellent example of confusing enemies by luring them behind one portion of a building, then attacking them from another. This can be performed under a variety of circumstances, but is most effectively executed with a light hull. Most medium or heavy hulls don't have the luxury of swift motion to confuse enemies directly on their tail, but with enough time granted, it's possible to take the road less traveled and launch attacks from other angles. Cracks in walls and gaps between buildings are excellent refuge locations for medium and long ranged fighters, since few hunters will expect these locations to be used by their prey. However, as clever of a misdirection method as this can be, it can easily be nullified by using the 'Q' and 'E' keys to adjust the camera angle to see over things. (In fact, if you're not practicing with these keys often, you're at a major disadvantage.) What's Happened Since The most important facet of Railgun's shot delay has been changed with the advent of the '16 global stats update -- instead of decreasing gradually from M0 to M4, it retains the same time throughout the course of its life: 1.1 seconds. Knowing that M0's value was 1.196 seconds and a fully micro-upgraded M3's was 1.06, the target range for the current value lies somewhere very close to the old M3 value. While the difference between the change is only a tenth of a second, very minimal, this still means that every player below the micro-upgrade focus stage receives benefits, while those well into the endgame forcibly concede their benefits. In regards to wall-crawling to stabilize a tank, the newest alteration for Railgun's rotation speed increases the effectiveness of this tactic greatly, but at the cost of losing a considerable amount of auto-aim value. While this is great for combating enemies on the same plane within a reasonable range, but in the event of an enemy attacking from a higher altitude, this cripples the weapon's effectiveness greatly, requiring the owner to swing their hull along the wall. This may not bestow desirable results, especially if the enemy moves to engage from the side. A Smoky alteration, Assault Ammunition, only means that Smoky's effectiveness at ruining a Railgun's aim is boosted. Hammer's concentrated pellet shot, due not only to its Slugger alteration but the post-introduction pellet spread re-organization, also make it more effective at concisely confounding a charging Railgun. Ricochet, while being discussed as a powerful threat, loses a fair amount of its mortality when thrown under the microscope; with the global update of 2016, impact forces have lost a bit of their luster, and since Ricochet's projectiles take time to impact their target, a distant foe can recalculate their aim and compensate for the impact. (Striker suffers from this as well, though it can cover infinite distances.) The Minus Field Stabilization alteration reduces this to an extent, however. In A Nutshell Avoid getting close to Twins and Ricochet entirely, since their respective alterations allow them to fire quickly enough to fire similarly to an instant-gratification turret. Charge Railgun from behind cover instead of out in the open if possible. Use perpendicular surfaces to keep your hull steady upon impact from other weapons. Determine which side of the ramp to use depending on what hull is being used. When charging, keep the tip of your turret in front of the wall instead of sticking out of it. This will keep your shot hidden until the last moment. Alternating between firing immediately and feigning an attack to lure opponents in will keep an enemy tanker guessing, so as a Railgun user, switch between these tactics often. While there's only so much that can be done about the required charge time, Eternity_Guard_Burn's guide in conjunction with this one should suffice to negate most detriments the trait brings upon itself. Next month brings one last collection of notes for up-and-coming XP players, so if you're interested, stay tuned. .- 1 reply
-
- 9
-
-
Kev! You're alive!
-
M4 Twins with recharge speed doubled. That's a terrifying thought.
- 2,786 replies
-
- 2
-
-
- supplies
- drop boxes
-
(and 1 more)
Tagged with:
-
Why not add turret specific missions into the mix? I've read that using a specific turret to complete missions has been suggested, but here's a slightly different approach to that facet. Potential missions could be described as, "Destroy players with only Thunder's splash damage (0/50)", or "Reach the maximum temperature limit with Firebird (0/8)". It's not simply asking for a player to use a turret, but directing them to attempt different playing tactics and possibly discovering others for themselves. I understand that a number of these would be difficult to program into the game, but it would certainly diversify gameplay quite a bit. Players without the weapon specified could either skip over the missions, or something in their distributive coding could direct them to avoid granting these missions to their owners (similar to how duplicate missions do not appear in the mission listing).
-
category Ideas for Hulls and Overdrives!
Shedinja replied to Ilia.ArchangeI in Ideas and Suggestions
XT Shaft, maybe? Those are fairly common pairings with the hull. Perhaps Shaft's barrel could parody as the horn, or the aforementioned Hammer's compact shape the head of a rhino? -
If one wishes to know which modules protect from which, there's always the Modules page for them to reference. If they found the kits section in the first place, it shouldn't be too difficult for them to find the corresponding modules with a few seconds worth of effort. Issho stated it himself: it's following the official format of the developers, i.e. the way the kit appears in game. Unless they add a module to the description in more than just the name, then it shall stay this way in the Wiki, as well. It boils down to organizational reasons.
-
[Issue 58] [Guide] Pro's Advice #2: Controlling Your Hull in Format Battles
Shedinja replied to Shedinja in Newspaper Archive
You may have a point, but in the harsh light of day, Thunder's splash damage is its only largely unique characteristic, not leaving a quick guide many descriptive options. There's a number of ways that the tips covered can branch out to explain other scenarios, though, so you can rest assured that I'm going to string out the section to cover more than just the vague bubble of information there. -
Results [Issue 59] The War Room
Shedinja replied to Shedinja in [Issue 59] The War Room Newspaper Archive
Greetings once more, cadets. I see that some of you have sucessfully passed the test. Well done. Question One 1st (15 000): @Kunguratulations 2nd (12 000): @daudiii 3rd (9 000): [member=TECH_EX-LIVE] 4th (6 000): @saleh619 5th (4 000): @chouchisss1 v v v ANSWER v v v Question Two 1st (15 000): [member=hi-its-mebachoo_3000] 2nd (12 000): @SVolp164 3rd (9 000): @BILLSTMAXX 4th (6 000): 5th (4 000): v v v ANSWER v v v Question Three 1st (15 000): 2nd (12 000): @Reams-Greenwood 3rd (9 000): 4th (6 000): N/A 5th (4 000): N/A v v v ANSWER v v v Congratulations to those who have graduated this month. Surely they will become admirals of their respective fields. Your crystals will be sent to you on Monday 5th December, 2016. Until next time, cadets. . -
Right, it does, with burn increase dealing an extra 30 per full second. However, what you're requesting will not be installed into the basic turret pages, but in the In depth: Game Mechanics section. This page will have a complete overhaul in the future, acquiring concise charts, explanations and specifics such as these you've requested. HP/(sec/4) will only be listed in the proper Turret pages, as well; I can only install the HP/sec statistics through the aforementioned page, as they are more than base details. I must have misread, and I apologize. I repaired what needed to be in that section, but values are apparently still improper. I will leave a notification when these are realigned.
-
Shaft's Penetration Power description has been removed. Since it has none, the value is redundant, and no longer needs to be there. However, Isida's values for temperature increase and decrease should not indeed be missing; I'll request for them. Vulcan's description has been changed, thank you for pointing that out. I'll try and request weapons' horizontal auto-aim stats; they should be included, since they're large enough to be considered recordable statistics. Regardless of what value a tick is, the settings for each page will no longer support them, but to the smallest degree in seconds of which damage is applied. Say, for example, Firebird M0 deals 35 damage every time it hits. Since damage is dealt every fourth of a second, it will be listed as Firebird M0 = 35 dam/(sec/4). There will also be a box for damage dealt per second for all cumulative damage weapons, such as Firebird, Freeze, Vulcan, Isida and Twins, or weapons that deal damage more than once per second. (Firebird's burning effect will not be included.) This will take some time to construct, but it'll be completed before the next week is out.
-
29,603. Only 397 posts to go before we reach 3%.
-
Items have been edited accordingly.
-
For the sake of translation and basic clarity, the descriptions we have on the Wiki page currently are the most convenient for setting up and explaining details. If the graph series can be established, however, then it's more likely than not that specified and defined names could be constructed for those, but only within the boundaries of the graphs. The graphs, if constructed, may be subject to a separate category for tankers more interested in weapon statistics than normal, since admittedly, not everyone playing is mathematically and logically inclined to check and understand these.
-
I was able to conduct some tests this morning, and I was able to confirm firsthand that the splash damage values correspond properly with the damage distribution for Thunder (100% at epicenter, then decreasing at linear rate to 25% at the radius' endpoint), and also prove the impact force for Thunder's splash correlates properly with the given data. These prove the misnomenclature of "Splash Damage", as Tani_S stated before, and it has been rectified to be an "Explosion Impact" label. I have also taken measurements and confirmed that Firebird, Freeze and Isida all indeed sport a 20º conic spread, but modifying the images under In Depth: Game Mechanics will take some more time. Rest assured that it will be completed eventually, though. Thank you, glad I can be of assistance.
-
29,585. What's this now?
-
I've looked at the page, and there's clearly some sort of missing information. Either data was not translated properly, or something was mislabeled. If this was explosion force, as you stated, then there would be no splash damage data. I'll conduct a few tests tomorrow to ascertain that this is indeed explosion impact, and that splash damage is dealt similar as to how Smoky's minimum range data works. (i.e. The damage minimums and maximums start at 100%, and decrease the further the shell is from the target in accordance with Thunder's splash range stats.) As of today, though, I'm not certain enough that this needs to be changed yet. The cone angle definitions have been reworked for Firebird, Freeze, and Isida. However, the images may need a bit more time for repair, they won't be long. I'll take a look and make measurements of each weapon's conic range tomorrow, just in case. The Weak Damage definition was likely copy/pasted there from a long time ago, when a minimum range was still non-redundant data for weapons like these. Both Ricochet and Twins pages have been edited accordingly, as to insinuate that damage stops when the minimum range is hit. However, if you look closely at the Thunder's Weak Damage Splash description, it states the following: Weak damage splash (%) — the % or normal damage dealt at a distance from the projectile's impact point, equal to minimum damage radius. This states that the end of the splash damage range is the weak damage, and that there is no segment from the radius of the splash zone that does not decrease when spreading outward from the point of the shell's impact. We can only modify the kit prices when we receive all of the necessary data to record the new ones. We have not gathered said information from the proper authorities yet, but once we do, these will be corrected and updated.
-
[Issue 59] [Contest] What's the Password SCRAMBLED
Shedinja replied to Shedinja in [Issue 59] [Contest] What's the Password SCRAMBLED Newspaper Archive
Welcome, cadet. As usual, your mission is simple, but far from easy. Find the password buried somewhere in the vast expanse of cyberspace. You will have subtle hints to guide you, but you'll need to use your head to discern how to interpret them. Should you do so quickly, crystal prizes may be at your disposal. Values are listed below. 1st: 49,000 2nd: 36,000 3rd: 25,000 4th: 16,000 5th: 9,000 When you have found the alleged password, submit it to the proper form. Nothing should be taken for face value upon first inspection. While it may seem oxymoronic, be prepared to be caught off guard. You're already losing time. Get going, cadet. The password has been confirmed to consist of five characters: #1,#2, #3, #4 and #5. All of these correspond to an English letter, and when combined, form an English word. This is as far as our esteemed digital recovery team can ascertain. However, they have decrypted a likewise total of five links, each likely containing the path to a character. There is no specific order necessary to scanning through them, as you can choose which link to challenge first. Whatever you do, however, be sure to do it quickly. DECRYPTED LINK α DECRYPTED LINK β DECRYPTED LINK γ DECRYPTED LINK δ DECRYPTED LINK ε
Jump to content




























































